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Scook

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Everything posted by Scook

  1. I can do that! Been busy playing other mods so I really didn't get into V1.3 very much. Just do your 1st turn and email it to me. downloading it now to get a feel. Heh, just realized you don't have V1.4 up yet. Just start and send.
  2. Mod maker, rider of elephants, head of largest army in the world, and an Opthomologist by e-mail too? Is there anything besides mine tiles that can slow Kuniiworthski down?
  3. In a solo game, I am getting this error: FAILED(animate_and_update_unit_map_for_a_country_when_adding_units):Segmentation violation. It's occuring when going from Nov 30, 1941 to Dec 14, 1941, right after Day of Infamy message pops up. Obviously its trying to update Japan and failing. Any thoughts?
  4. Raising vs sub attacks and naval attacks ok. A major tactic in the Pacific used exstensively by USA is port attacks using carriers. I would believe you would leave port defense the same or lower it vs. air attacks, making it more viable to buy AA defenses and keep land based air nearby to cover that port.
  5. I think if its on the mainland in France, they will be bye-bye no matter what. British units that are inland and have to get displace surrender at that time too. Not too tough a choice for Frenchies though, either they fight Nazis or you can move them out of the coutry for a 20% chance at getting a unit you cannot upgrade. Getting naval units, on the other hand.......
  6. Congrats Jolly, I wish I could say I will have the same fortune as you, but I don't think it will turn out that way. JJR got lucky and had Rocket 4 in 1940. Playing this game makes me want to play more vs. the big boys, I need to jump my learning curve up. Rockets are not a useless tech, Yes, you really need mot. 2 and get to at least rocket tech 3 to make them valuable, but they don't take hits from shooting at units, so they get a nice climb in xp if you protect them. Things Rambo has taught me: 1) When Britain falls, Canada is dead money, and all the Commonwealth gets is 3 cities in Egypt. 2) The firebase combo of rockets and aircraft will be tough to beat, as he keeps them massed for mutual protection, and he will attempt to steamroll me with that firepower. 3) If you don't want to diplo Spain, Diplo Romania and Hungary asap so you can attack Spain. 4) I knew GLR 2 is a good thing, but somehow I end up playing Axis all the time and never have been on the receiving end. USA will have her hands full, and will have to use the remnants of the British Fleet to help (as Britain gets 27mpp a turn). 5) I think I would rather lose Africa than Britain, as I will hardly be able to buy anything the rest of the game. Losing Africa would suck too, as it drops Mother Russia's panties right in front of the wolf, but at least there would be more threat from Western powers.
  7. I think the killer might be raising the occupied value of Russian cities to 80%. Supply might be too high along with 33% more MPP from Soviet controlled territory.
  8. Wow, only warflick I have watched in years is Private Ryan. Guess I deluged myself as a kid too much with WWII. The most memorable to me is "Cross of Iron". Great book and great movie.
  9. I like that too, 200 mpp for 3X the power. The power....I can feel it.........
  10. I think we just had some freaky games going, and that looked like that was the norm. So, to come back with what I have seen so far: 1) Diplo changes: am leaning to doubling the number of chits and halving the % value and keeping the price per chit the same. That would give more flexibility to diplo, and it would take twice the commitment to get the same percentage. Maybe being able to get to the same % is not good with twice the turns, but it would cost a lot. 2) IW for America and Britain, you are fixing. You might want to leave the US at 4, it would refelct the superior firepower their troops had.
  11. @Honch, You have both British and USA IW levels set to go as high as 5, everyone else is can go to level 3. In the original game, it is set to level 3 for everyone max. British corps: I see my friend take every corps in India (except maybe 2) and bring them to Africa. Makes short work of Ethiopia, then Iraq, Iran, Turkey, then draw a line to Berlin from there. They may have a lesser attack, but there about 15 of them, and they have IW4. Not enough Germans to go around. The money, well, I will keep playing. We have had enough MPP to drop into max diplo chits for USSR and USA using both Britain and France by February 1940. This is rather an extreme case, but I think this extreme is a bit too far out. We will keep playing 'em and see, but I can see this being repeated. Don't get me wrong, I think your mod has a lot of positives, just need to keep fine tuning it. I haven't made it far enough as Axis to see if I can punish Britain for de-nuding his entire East.
  12. Ah, another one passes into the pale. Think I will pull out my Conan movies and watch 'em.
  13. If it is put into the game, make it optional, like taking back unit moves.
  14. If I do recall, being a POW was a ticket home once liberated, or duty away from the front, unless you volunteered for duty, which was rare. Airmen brought back through the French Underground were not allowed to fly over Axix occupied territory for fear of recapture and use of the knowledge to compromise Le Resistance.
  15. So, did you drop the attack and defense by 1 for both corps and army, and make armies cost 180 instead of 200?
  16. PvP game vs. my friend, each playing both sides, so far a couple of things have cropped up: 1) Diplo hasn't changed. The % should probably drop in half, the cost doubled, or both. We have had no problem maxing out our diplo chit as Allies, and we have been putting them into USA and USSR. 2) The Commonwealth has more manpower than Germany. Yes, most of those corps do start understength, but they all can be full strength by the time Italy enters the war. So, we both are in agreement that France and Britain have too much money. Will keep playing around with it. Oh, US and Britain have IW max of 5, intentional or oversite? Britain can get IW4 no problem in 1940.
  17. I applaud the amount of Soviet paranoia in thread, rock on Stalin, rock on.
  18. During WWII, armies (except in very rare circumstances) consisted of 2-5 corps, with 3 and 4 being the most common size. To complicate it further, you have differing TO&E, coming from Corps assets, and attached units. So, an army would generally have a lot more firepower than a corps. sidenote: I am leaning towards mech infantry vs. rockets. That is a unit that does make sense, and it give the AT value of inf a reason to be used a lot more.
  19. Thanks for this change, the oil wells at 5 is just too much Allied power.
  20. Lend Lease from major powers (USA to Britain, Britain to USSR) can be set from 0-20 or 30%. Go to maps, then go to the convoy map, and click on the USA or Britain and you can set the level.
  21. Unlce joe asked me to give you a hand, and I appreciate his trust in me to give you this highly classified information without putting a bullet in my brain. As much as we love Germany, and we have a great agreement with them, DON'T TRUST A NAZI. If there is a chance at fireworks (and all Germans love that!) they will attack. So, for some thoughts: 1) Production is a means to end for our soldiers. I like russian infantry, so we need to equip our boys with the best IW and AT money can buy. IW is your #1 priority, and some AT is good if you can afford it. Motorization would be great, but we cannot afford vast sums of rubles on extravagnce, our boys can walk (for now). MPP in quantity is grand, so IT tech should be sought also. Production tech is wonderous at helping keep an early flow going, but it is secondary to IW and IT. 2) Our nation's defense: Every city is a chance to be a hero city, a chance to slow the Hun invader. Corps make great cannon fodder, er, units to guard said cities. Never give the Axis anything free, as they always want more. Bad terrain is also very useful. Infatry hiding in the forests, and behind rivers is the best bet, swamps are ok, but the enemy air can strike us better there. I like defending around Leningrad, Moscow, and south of the Dnepr river bend early. You may not have enough troops to do this all, so you will have to decide where to fight. The Valdai Hills make a great obstacle to the enemy if we defend them. 3) Forts: I like fortification around Moscow and Voronezh, with Stalingrad following those two areas. If you are expecting Axis aggerssion from Iraq and Persia, some fortification in the Caucasus can help there too. 4) Unit builds: I am a firm believer in hordes of Ruskies, so I start with corps, and then armies when we can afford to build them. If you can slip an HQ or a tank in there, great, but not at the expense of a corps. Aircraft are a luxury for a while, but they can help later when we want to go on the offensive.If we can have some armies coming in July-September when the war starts, that helps so much to get to that 1st Winter. 5) Initial invation: The game favors offensive action over defensive. With that said, I resist the temptation the initial summer and do not attack the invader. Oh, sure, you can take the occasional pot shot and help Germany lose a corps here and there, but don't make Germany's job easier that 1st summer but weakening your strength, make him do all the work and kill you. Try to have him kill you while in good supply too. Then you can have a nice, steady stream of replacements come back to the board at 60% cost (this is where production tech really comes in handy). 6) Lend Lease: You didn't ask this, but if Germany is serious about taking down the mighty USSR, you will need every MPP you can muster. It hurts on the western side of things, but that 1st year, Russia will need everything she can get. Good luck, and play around with it. You will start to get a good feel for what to do when.
  22. Not a bad idea, my thought for buying corps vs armies early is having enough troopers to go to war with Russia, and corps fit that role nicely. If you want me to go with armies, I need the money to buy them earlier, or else I am sticking with corps, and buying armies when I can afford to do so.
  23. For air drops, Britain had some in joint operations with the USA, and the USSR had some rather amusing ones. During the Soviet Winter Offensive of 1941, paratroopers were used near Rzhez. About 7,000 made a jump into fog there, about 1/4 directly on German lines. One quirk, they didnt have enough 'chutes for all jumpers, so some aircraft were ordered over what looked like snowbanks so the 'chuteless ones could jump out there. No records exist of what the results were of this 'test'. A 2nd jump occured at the Dnepr River bend when the Soviets were pushing back late '43. Don't remember how many jumped there.
  24. Thanks Honch, you are doing good work with this mod.
  25. Another separate thought I was reading your AAR about your scenario. I still think the German panzer formations should still be more like supermen, and they can be for the whole war, I think, without too much problem. I reread "Enemy at the Gates" again, and the whole relief force to get back through to Stalingrad came down to the 16th Pz. Division(!). They took on anything the Soviets threw in their way and annihilated many formations before being halted by 5 Soviet Armies. I read this stuff and think how operationally supierior the German armor is compared to Soviet. So, I am going to take your scenario and modify German tanks with two things: i) Give German armor 1 more defense, ii)add +2 to their movement. This hopefully makes them more durable, able to encircle pockets quicker, and get back from trouble faster too. Yes, they can go fast, but that will put them at a supply problem immediatly, and German tanks fought short of supply most of the war anyway. I dont know if I can mod one sides units and not the other, but I will take a look and see. Maybe find a workaround. Time to dig into the editor myself. Sigh
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